Hunters Homebrew World - Maltia

Theplahunter

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Intro Hook
Many, many years ago, the ancient empire held vast swaths of land across the continent of Maltia. Their foreign ways and endless bureaucracy brought the scattered tribes of the region of Deuschien to heel. They brought prosperity, order… Peace. Installing the most powerful clans as proper lords and giving them their claim to authority in exchange for fealty. Assisted by administrators and overseers from the Imperial Capital itself. These learned men kept the new ‘nobility’ in line, preventing them from fighting one another…

For generations this peace lasted, besides the occasional uprising that was quashed by the empire garrisons that occupied their halls and lands. As time went on however, these garrisons became smaller and smaller. Men retiring, dying, or being called to other regions of the empire. Eventually, most of these garrisons were more locals than foreigners… Which made it all the easier to sway them to the sides of their people.

One day, the garrisons rose up in defiance of the empire. Killing the foreigners who had come to their lands and preparing themselves for a grand retribution. They grew tired of being under the Imperial yoke, and were determined to die standing. Ready for the day the invaders came to put them down once more… But, the day never came. Legions were never set upon their lands, it was as if they were forgotten by their overlords… They were free.

They were fragmented.

Immediately, with no overlord to keep them from going at eachothers throats, the Deuschiens pounced on one another. Sending each other into horrific wars to seize lands from one another. For even more generations these ‘nobles’ re-ignited old feuds and fought one another. Peace only obtained by weariness, requiring time to lick their wounds…

Map_of_Maltia_COMPLETE_MAP.jpg


This is a little project I've been working on for about half a year. I have a bunch of other lore that I've been keeping around that I plan on posting piece-meal to not flood the forum. If anybody has questions, comments, or feedback I'd love to hear it!
The maps are quite large (I render in 8k) so the sizes might be a little off when uploading these onto the forums. I'll have to see how it is when I post the thread.

City_of_Konigshaven_Complete.jpg
Konigshaven has served as the capital city of the Von Eirlichen family for generations. It was initially a village inhabited by mountain peoples from the Island, who came down from their perches to catch bountiful harvests. The first Empire exploration ship who had found safety on its coast was welcomed by the few fishermen and mountain people they met. Unlike the warring tribes of the mainland, the people of Eirlichen were united due to the Island's small size. A very peaceful co-existence.

Eventually, more Empire ships arrived. Filled with troops that prepared for a campaign to take over the Islands. A campaign that never happened, as the mountain tribes saw profit to be made from a peaceful co-existence. Declaring Konigshaven to be the new capital of the ‘Region’.

After many profitable years of growth, the city is now a shining jewel that profits off the blood of its countrymen on the main continent. Three generations ago, Duke Karl Von Eirlichen made an offer to any pirate: Come to Konigshaven, get a letter of marque, and have a safe haven to sell their illicit goods. Washing them of the ‘pirate’ scent to be sold back to those they were pilfered from.

Most of these pirates are not allowed into the city proper, as mingling with the commoners might present a more lucrative offer for those who are better off serving the capital. Thus, they are mostly kept with the poor folk and fishermen who reside in the Sea Mongrels quarter. This place is infested by cut-throats and outlaws from other realms who fled to avoid prosecution. It’s also full of potential recruits; Men on the run, veteran raiders, sellswords, fishermen, even the occasional noble bastard ducking assassins sent by their fathers or brothers.

On top of the great hill, the inner city is split into two quarters: The Nobles Quarter, and the Workers Quarter. The marker square and two main gates on the North and South acting as the ‘border’ for the areas.

In the Nobles Quarter resides minor nobles, knights, merchants, and other affluent types. As well as the Duke's personal estate that he resides in, overlooking the tournament grounds and the First Wardens Hill. This quarter is -heavily- guarded and protected by the best guards in the garrison. It is also where the Travelers Roost Inn is placed, an overpriced nobleman's inn where traveling scions and rich fools go to burn coin and sleep in overpriced feather beds. The mysterious owner of the inn also owns the stables next door. Paying a ‘finders fee’ to any guards that sent rich travelers their way.

The workers quarter on the other hand, is where the ‘middle class’ folk reside. Crafters, clerks, servants, landowners, smiths, and retired soldiers. More affluent men-at-arms and young officers rent houses and apartments from the nobles in the Nobles Quarter, enjoying a private roof over their heads while their poorer comrades sleep in the garrison bunk houses. Ingmarrs is where these residents prefer to spend their time, as well as savvier travelers who know when they’re being robbed. It has nice accommodations at relatively reasonable prices, it’s only draw-back is where it’s placed gives it little pedigree.
The Outer City is the last ‘Quarter’ of Konigshaven, where all the laborers reside. Daytalers, stone masons, farmers, leatherworkers, poor men-at-arms, and other ‘peasant professions’. This part of the city is less well kept and ordered, protected only by wooden walls and a garrison that keeps to its tents across the river. Poor man's tavern operates there, where vagabonds and minor bands of sellswords rest on their travels. And peasants drink away their nights woes after back breaking labor in the fields or on the river.

The tournament grounds are full of hedge knights, squires, and men-at-arms who practice their skill in minor tournaments and thrilling jousts to earn fame and glory for themselves. Colorful tents and attending servants whirl around carrying weapons and armor for their masters. Traveling blacksmiths sharpen swords and fix dented breastplates as merchants sell marked up food to hungry soldiers and ravenous peasants who come to the lists to enjoy a show.

Further south is ‘First Wardens Hill’, where the first Warden of Eirlichen resided. Keeping watch over the Island as its protector of the province in the name of the Empire. This position survived the collapse of the Empire, and the Warden of Eirlichen is now the most trusted position next to the Duke. Every new Warden must visit this hill in an elaborate ceremony, and drink from its well.

Within the outer city, the Mud Pits remain a stain upon the ‘clean’ nature of the rest of the city. Due to a lack of proper drainage, the mud pits are a dirty and unbecoming area. Puddles of murky water lay underfoot, and the people who live there are an absolutely miserable group. Mostly made up of rough men who can be hired to do any unbecoming task. Many peasants do not go into the mud pits unless they desire to be mugged, beaten or worse…

Once an old Empire fort, the River Garrison is now the first line of defense against any besieging force that seeks to attack Konigshaven. It is filled with professional soldiers, with its own armory and camp market. Despite the amenities, the men assigned to it loathe the position. Being forced to sleep in tents and wooden block-houses on the outer walls. Often chosen to be sent on long marches and patrols across the Island to protect the roads and root out any outlaws that reside in the mountains. To most-- It’s a punishment, and to the very few it is an honor to serve as the dutiful first line of defense.
 
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